(Whenever this character is targeted by an enemy, this character must attempt a save of 11; the save is not optional. On a failure, the attack is resolved normally against this character. On a successful save, the attack is redirected to another legal target of your opponent's choice If there is no other target the attack is resolved normally against this character. Make the save to redirect the attack before the attacker makes its attack roll.)

( Immune to effects of Humanocentrist, Special Abilities that contain the word Poison, and Special Abilities and Force Powers that effect activation status. Cannot benefit from Commander Effects that grant Special Abilites or Stat Bonuses. This character is -4 for all Saves)

( Useable only on this character's turn. Range 6; 10 damage to 1 target with a Force rating. The target can choose to negate this damage and instead make a save of 11; if the save fails, the target joins this character's squad until the end of the skirmish. On a successful save roll of 20, this character takes 40 damage instead.)

( At the start of the skirmish, choose a Unique Rebel ally with a Force Rating. That character gains Surprise Move and may spend this character's Force points as if they were its own for the rest of the skirmish.)

(on an initiative roll of 11 you may add 20 points of Fringe characters whose name contain Cloud Car; Bespin or Ugnaught in your starting area to your squad immediately before your first activation this round.)

(Each allied commander can extend its command range from this character up to 12 squares within this character's Line of Sight as well as from itself for the purpose of commander effects. This special ability only increases range; any bonus conferred by a commander effect is not multiplied, nor can a commander effect be triggered multiple times at once as a result of this special ability.)

( Once per round, after all activations on both sides have been played, this character can immediately move up to its speed before round is finished. This does not count as an activation and this character must take their turn as normal during the round.)

(Replaces attacks, range 6; 1 target with a Force rating is unable to make an attack for the rest of this Round. The target can choose to negate this effect and instead make a save of 11; if the save fails, the target joins this character's squad until the end of the skirmish.)

(This character cannot be targeted by an ememy if it has cover until an ally has taken damage, or it attacks. Characters with Ambush, Backlash, or It's a Trap! can ignore this ability for the purpose of attacking this character.)

(During Set up Choose an Ally whose name contains Rancor. That Ally is +6 AT +6 DF for the rest of the skirmish. If that Ally is defeated, this character cannot move or attack until he is attacked or an ally ends their movement adjacent.)

(If this character is in your squad and you roll exactly 20 for initiative, you may immediately add up to 20 points of non-Unique Rebel or New Republic characters to your squad. These characters set up in the same area as your squad did, immediately before your first activation of the round. These characters don’t count toward the cost of your squad, and your opponent doesn’t have to defeat them to win the skirmish. If initiative is rerolled due to a tie, you add these characters to your squad only if your final, untied roll is exactly 20.)

(If this character has line of sight to an enemy character at the beginning of the round and you have not won the initiative this round this character may be removed from play at the beginning of the round. Your opponent's initiative check is automatically 1.)

(Followers with the Special Ability Desert Skiff may transport an additional 1 Large or 2 Small or Medium allies. If that ally is defeated all transported allies may make a second save of 6 to avoid defeat in addition to the first save of 11)

5 Force points; A character using this Force power cancels the effects of Force being spent by another character. You must decide whether to use Force Supression immediately after the other Force use is declared but before it takes effect. That Force is still considered to have been used that turn, and the affected character still spends the Force points.

Force 1, up to 6 squares of this character's regular movement ignores enemy characters, low objects, difficult terrain, and pits when moving. Walls still block its movement, and it must still end its move in a legal space. Because this character ignores enemies, they cannot make attacks of opportunity against it.

Force 3, replaces turn; Move 1 Huge or smaller character, including characters with Emplacement, within 6 squares to any unoccupied space within 6 squares. This move does not provoke attacks of opportunity. If that character has a Force Rating it may avoid this effect with a Save 11

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Last edited by R5Don4 on Sun Dec 18, 2011 9:03 pm, edited 3 times in total.

While under the influence of Senator Ranulph Tarkin, the Militarist movement in the Galactic Senate became conflated with Humanocentrism. Valorum simply considered him a "damned fool"—though his opinion was colored by political opposition.

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Last edited by R5Don4 on Thu Dec 15, 2011 6:44 pm, edited 1 time in total.

The distrustful Jabba had a short-range bomb implanted in him. When Jabba said a certain phrase, the bomb would explode, killing Ree-Yees and any one next to him. This bomb could be used to kill an assassin, or if Ree-Yees himself was planning to kill Jabba (as he was).

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Last edited by R5Don4 on Wed Dec 21, 2011 2:25 pm, edited 1 time in total.

The A-wing requires pilots of exceptional skill to take full advantage of the vessel's speed, agility, and special features.

57 URoRRuR'R'R on Bantha Fringe Very Rare HugeRM Tusken Raider on BanthaCost 42HP 140DF 22AT 10DM 30Special Abilities Unique Melee Attack Twin Attack Tusken Bantha Trample (Doors do not impede movement of this character. All adjacent doors count as open; remain open for the rest of the skirmish and cannot be closed) Cloaked Immediate Tusken Reserves 20 (If you roll exactly 3, 8, 13, or 18 for initiative, you can add up to 20 points of Tusken characters to your squad, adjacent to this character, immediately before your first activation of the round)

"You have the company to save…Commander. You've made me proud, Janek. On my best day I couldn't have matched what you've done…" ―General Ziering, to Janek Sunber upon bestowing the battlefield promotion to Commander during the Battle of Maridun

Joined: Sun Sep 02, 2007 2:05 pmPosts: 1276Location: Yes, I am yet another Canadian. Keeping the game alive on life support in the GTA.

16 Rebel Tactician Rebel Common RM Mon Calmari MercenaryCost 16HP 40DF 15AT 4DM 10Special Abilities Tactical Foresight +6 (Add 6 to your initiative check if this character has line of sight to an enemy character at the beginning of the round)

The Rebel Alliance uses a wide array of battle tactics, many of which are very different than those of their Imperial Counterparts.

Imperial stormtroopers who demonstrated skills in leadership could be promoted to officer status.

50 Malakili Fringe Very Rare RM Cost 9HP 40DF 14AT 3DM 10Special Abilities Unique Melee Attack Empathy Rancor Keeper (During Set up Choose an Ally whose name contains Rancor. That Ally is +6 AT +6 DF for the rest of the skirmish. If that Ally is defeated, this character cannot move or attack until he is attacked or an ally ends their movement adjacent.)

55 Teebo Fringe Rare RM Ewok ScoutCost 12HP 50DF 16AT 6DM 10Special Abilities Unique Melee Attack Ewok It's a Trap! Natural Camouflage (This character cannot be targeted by an ememy if it has cover until an ally has taken damage, or it attacks. Characters with Ambush, Backlash, or It's a Trap! can ignore this ability for the purpose of attacking this character.) Swarm +1 Traps

Teebo wore the skull of a gurreck, decorated with churi feathers, on his head.

Joined: Sun Sep 02, 2007 2:05 pmPosts: 1276Location: Yes, I am yet another Canadian. Keeping the game alive on life support in the GTA.

18 Young Skywalker Rebel Very Rare RM Knight Models Luke SkywalkerCost 41HP 100DF 20AT 11DM 20Special Abilities Unique (counts as Luke Skywalker) Melee Attack Double Attack Cho mai (If this character rolls a natural 20 on an attack, the target is -20 Damage for the rest of the skirmish. If the target can negate the damage from this attack they may ignore this effect.) Cunning Attack Djem So Style Inverse Dun Möch (Replaces attacks: range 6; 1 target with a Force rating is unable to make an attack for the rest of this Round. The target can choose to negate this effect and instead make a save of 11; if the save fails, the target joins this character's squad until the end of the skirmish.)

Force Powers Force 5 Dark Temptation Jedi Acrobatics (Force 1, up to 6 squares of this character's regular movement ignores enemy characters, low objects, difficult terrain, and pits when moving.) Walls still block its movement, and it must still end its move in a legal space. Because this character ignores enemies, they cannot make attacks of opportunity against it.) Lightsaber Defense Lightsaber Sweep

Joined: Sun Sep 02, 2007 2:05 pmPosts: 1276Location: Yes, I am yet another Canadian. Keeping the game alive on life support in the GTA.

7 Captain Solo Rebel Rare RM Knight Models Han SoloCost 33HP 80DF 16AT 9DM 20Special Abilities Unique Pilot Avoid Anymore Female Advice (This character and followers within 2 squares are not subject to Commander Effects from characters whose name contains Leia. Allies within 2 squares gain Flanking Support) Correlian Overdrive (When targeted by an enemy, designate another legal target instead, save 11) Intrepid (At the very end of the round after all activations have been played this character can immediately move up to his speed before the new round begins. This character may take their turn as normal during the round.) Mercenary Mobile Attack Opportunist Smuggler's Luck

"What good is a reward if you ain't around to use it?" -Han Solo to Luke Skywalker immediately prior to the Battle of Yavin

Imperial High-Command regarded the AT-ST as a highly versatile weapon, excelling against infantry and lightly armored vehicles, but also useful for protecting vital units and patrolling hostile areas.

40 Bib Fortuna, Majordomo Fringe Rare RM Bib Fortuna Cost 6HP 60DF 14AT 6DM 10Special Abilities Unique Melee Attack Bloodthirsty Callow (Whenever this character takes damage, it must immediately move 4 squares away from the direction of the damage, if possible.) Decpetive Stealth Tribute Collection (If this character is in a squad that does not contain a character named or counts as Jabba the Hutt, this character counts as Jabba the Hutt for the purposes of Rapport)

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